

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 22 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Nodookubenki at level 7 on the 8th Mirth 122nd year of Ascendancy at 00:01 0 / 6Killed by Salenor the master vampire at level 20 on the 16th Dusk 123rd year of Ascendancy at 23:28 Killed by Betussra the degenerated skeleton warrior at level 20 on the 35th Dusk 123rd year of Ascendancy at 13:59 Killed by Celia at level 22 on the 3rd Haze 123rd year of Ascendancy at 22:54 Killed by Sleeping Elomina at level 22 on the 12nd Haze 123rd year of Ascendancy at 11:16 Killed by Vorylle the bone giant at level 22 on the 3rd Regrowth 124th year of Ascendancy at 09:45 |
Primary Stats
| Strength | 50 (base 34) |
| Dexterity | 35 (base 21) |
| Constitution | 27 (base 13) |
| Magic | 63 (base 47) |
| Willpower | 10 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -89/630 |
| Positive | 4/113 |
| Stamina | 193/193 |
| Healing Factor | 1.1386945338483 |
| Regeneration | 3.700757235007 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 43 |
| Crit Chance | 32% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Lightning | +46% |
| Light | +14% |
| Cold | +34% |
| Blight | +5% |
| Arcane | +25% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +17% |
| Fire | +25% |
| Arcane | +25% |
| Cold | +30% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 28.413408721348 (65.897138898113%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 2 |
| Physical Save | 43 |
| Spell Save | 30 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | 0%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 55% |
| Bleed Resistance | 100% |
| Knockback Resistance | 40% |
| Fear Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lone alchemist from death by Aletta Soultorn. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. * You've found the needed wretchling eyeball. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | Delaregoharanik the Freezestalker (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 4 cold Changes stats: +5 Cun / +6 Con Changes resistances: +6% temporal Changes damage: +9% cold Maximum encumbrance: +29 Physical save: +38 (+13 eff.) Mental save: +32 (+12 eff.) A pair of boots made of leather. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Arylramina the Treejeer (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +9% nature Changes resistances penetration: +25% nature Changes damage: +9% lightning / +3% nature Spell save: +3 (+1 eff.) A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | pixie's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +2 Cun / +5 Mag Changes resistances: +10% blight Changes damage: +11% light Spellpower: +6 (+2 eff.) Rings make your fingers look great! It was hardened by the digestive sack. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Koretokor (156% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +10.0% Defense: +12 (+6 eff.) Changes stats: +4 Cun / +1 Str Changes resistances: +3% temporal / +6% fire Disarm immunity: +35% Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Xirera' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +2% physical Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Maximum vim: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel mail armour 'Gunadehell' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage (Melee): 11 acid / 13 fire Damage when hit (Melee): 10 acid / 8 fire Changes resistances: +14% acid / +15% fire / +12% temporal Mental save: +6 (+3 eff.) Poison immunity: +10% Disease immunity: +10% Disarm immunity: +20% A suit of armour made of mail. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Winterlore the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Con Changes resistances: +18% cold Changes resistances penetration: +5% cold Changes damage: +12% lightning Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; physical, darkness, blight, mind, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 darkness, 3 blight, 5 mind, 3 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
Isywe the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce armor by 33% Changes stats: +4 Str Changes resistances: +22% acid / +30% fire / +6% light Changes damage: +11% acid / +12% fire Spell save: +3 (+1 eff.) Rings make your fingers look great! |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
Hettyrek the steel battleaxe (119% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 33% Damage (Melee): +8 blight Damage (radius 1) on hit: +26 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +10% acid Changes damage: +6% acid / +9% blight Critical mult.: +14.00% Massive two-handed battleaxes. |
Ivitira the dwarven-steel battleaxe (134% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 15 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +12 Changes resistances: +6% light Changes resistances penetration: +12% physical Life regen: +4.00 Vim when firing critical spell: +2.00 Maximum life: +60.00 Spell crit. chance: +1% Massive two-handed battleaxes. |
Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Weepsage the dwarven-steel longsword (138% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 41% Damage (radius 2) on crit: +4 nature / +12 arcane When wielded/worn: Changes resistances: +3% acid Silence immunity: +20% Healing mod.: +15% Sharp, long, and deadly. |
dwarven-steel longsword 'Glaciergash' (125% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances penetration: +6% physical Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.04 Sharp, long, and deadly. |
Freezewasp (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 23 Damage (Melee): +5 blight When wielded/worn: Changes resistances: +6% blight Changes damage: +3% cold Mana each turn: +0.04 Spell crit. chance: +1% Blunt and deadly. |
Morningwreck (123% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind / +4 light Damage (radius 2) on crit: +14 acid / +12 nature When wielded/worn: Armour penetration: +5 Changes resistances: +3% fire / +9% nature / +6% temporal Changes resistances penetration: +10% acid / +10% nature One-handed war axes. |
chilling steel waraxe (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 cold One-handed war axes. |
Arabrevea (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +4 Cun / +3 Con Changes resistances penetration: +15% acid Changes damage: +3% acid Critical mult.: +15.00% Physical save: +7 (+2 eff.) Maximum life: +43.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
storm iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brightslicer (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +2 Dex / +2 Wil / +4 Cun Changes resistances: +10% cold Allows you to breathe in: water Light radius: +3 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Snowblight the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 33% Damage when hit (Melee): 10 acid / 4 light Changes stats: +4 Con Changes damage: +3% acid / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Zofang the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% mind / +6% acid Changes resistances penetration: +20% arcane Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Mental save: +15 (+6 eff.) Silence immunity: +20% Life regen: +4.00 A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Ulfamnir (6 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +6% lightning / +6% cold / +6% mind / +15% nature Mental save: +12 (+5 eff.) Blindness immunity: +10% A suit of armour made of leather. |
Duvitir the Shinebane (0 def, 13 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Dex / +1 Mag / +1 Cun Changes resistances: +7% acid / +7% cold Changes resistances penetration: +25% acid Changes damage: +6% acid / +3% light Allows you to breathe in: water A suit of armour made of metal plates. |
crackling iron shield of lightning resistance (+26%) (0 def, 2 armour, 97% power, 19 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 Damage (Melee): +10 lightning When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 2 lightning Changes stats: +2 Dex Changes resistances: +26% lightning Talent granted: +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 94% power, 19 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of fire resistance (+15%) (0 def, 3 armour, 98% power, 43 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +43 When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
steel shield 'Chargespire' (0 def, 4 armour, 112% power, 38 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +12 acid / +4 blight Damage (radius 2) on crit: +20 light / +18 fire When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 33% Damage when hit (Melee): 4 lightning On shield block: * Deals 114 light and fire damage to each enemy blocked Changes stats: +3 Con Changes resistances: +11% acid / +25% fire / +7% light Changes resistances penetration: +25% lightning / +20% blight Talent granted: +1 Block Handheld deflection devices. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
95 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hychak (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +11% nature Changes damage: +6% nature Reduces incoming crit damage: 15.00% See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 122.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 122.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Radiancekiller the alchemist's lampInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% nature / +3% all Changes resistances penetration: +5% light Changes damage: +3% light Spell save: +8 (+4 eff.) Poison immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Glorimiwyn'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil / +1 Con Changes resistances: +9% blight / +2% physical Blindness immunity: +20% Disease immunity: +10% Knockback immunity: +10% Life regen: +3.00 Hate when firing a critical mind attack: +1.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Singenull the dwarven-steel torque of mindblast [power 230] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +27% acid Changes resistances penetration: +15% fire Changes damage: +9% fire It can be used to blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Nodookubenki the Skeleton Sun Paladin level 20
16th Dusk 123rd year of Ascendancy at 18:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nodookubenki the Skeleton Sun Paladin level 14
47th Dusk 122nd year of Ascendancy at 11:38 see stats
Exterminator
Killed 1000 creatures.By Nodookubenki the Skeleton Sun Paladin level 16
35th Pyre 123rd year of Ascendancy at 17:45 see stats
Fear me not!
Survived the Fearscape!By Nodookubenki the Skeleton Sun Paladin level 22
75th Dusk 123rd year of Ascendancy at 05:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nodookubenki the Skeleton Sun Paladin level 21
67th Dusk 123rd year of Ascendancy at 12:19 see stats
Level 10
Got a character to level 10.By Nodookubenki the Skeleton Sun Paladin level 10
5th Dusk 122nd year of Ascendancy at 02:35 see stats
Level 20
Got a character to level 20.By Nodookubenki the Skeleton Sun Paladin level 20
15th Dusk 123rd year of Ascendancy at 23:12 see stats
Size is everything
Did over 1500 damage in one attack.By Nodookubenki the Skeleton Sun Paladin level 22
75th Dusk 123rd year of Ascendancy at 05:35 see stats
Size matters
Did over 600 damage in one attack.By Nodookubenki the Skeleton Sun Paladin level 22
75th Dusk 123rd year of Ascendancy at 05:35 see stats
That was close
Killed your target while having only 1 life left.By Nodookubenki the Skeleton Sun Paladin level 19
76th Pyre 123rd year of Ascendancy at 03:05 see stats
The Arena
Unlocked Arena mode.By Nodookubenki the Skeleton Sun Paladin level 11
10th Dusk 122nd year of Ascendancy at 23:48 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Nodookubenki the Skeleton Sun Paladin level 20
35th Dusk 123rd year of Ascendancy at 13:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nodookubenki the Skeleton Sun Paladin level 16
27th Regrowth 123rd year of Ascendancy at 08:23 see stats
The secret city
Discovered the truth about mages.By Nodookubenki the Skeleton Sun Paladin level 16
60th Haze 122nd year of Ascendancy at 01:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Nodookubenki the Skeleton Sun Paladin level 16
26th Regrowth 123rd year of Ascendancy at 19:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nodookubenki the Skeleton Sun Paladin level 17
38th Pyre 123rd year of Ascendancy at 12:03 see stats
Log
Vorylle the bone giant's mark disappears.
Lightburn from Nodookubenki hits Vorylle the bone giant for 2 fire, 2 cold, 4 lightning, 3 arcane (11 total damage).
The shield around Celia crumbles.
Searing Sight hits Armoured skeleton warrior for 3 fire, 2 cold, 3 lightning, 2 arcane (10 total damage).
Searing Sight hits Vorylle the bone giant for 2 fire, 2 cold, 3 lightning, 2 arcane (8 total damage).
Searing Sight hits Celia for 3 fire, 2 cold, 3 lightning, 2 arcane (10 total damage).
Searing Sight hits Voressra the skeleton archer for (1 to psi shield), 2 fire, (1 to psi shield), 1 cold, (1 to psi shield), 2 lightning, (1 to psi shield), 1 arcane (6 total damage).
Nodookubenki uses Re-assemble.
Vorylle the bone giant shrugs off Nodookubenki's 'Lightblight'!
Nodookubenki's Judgement hits Nodookubenki for 101 healing, 101 healing (0 total damage) [201 healing].
Nodookubenki's Judgement hits Vorylle the bone giant for 28 fire, 27 cold, 46 lightning, 41 arcane (142 total damage).
Nodookubenki's Judgement hits Voressra the skeleton archer for (19 to psi shield), 29 fire, (18 to psi shield), 27 cold, (19 to psi shield), 29 lightning, (16 to psi shield), 25 arcane (110 total damage).
Nodookubenki receives 15 healing from Nodookubenki's Judgement.
Nodookubenki's Judgement hits Vorylle the bone giant for 4 fire, 4 cold, 7 lightning, 6 arcane (21 total damage).
Nodookubenki receives 15 healing from Nodookubenki's Judgement.
Nodookubenki's Judgement hits Vorylle the bone giant for 4 fire, 4 cold, 7 lightning, 6 arcane (21 total damage).
Nodookubenki receives 15 healing from Nodookubenki's Judgement.
Nodookubenki's Judgement hits Vorylle the bone giant for 4 fire, 4 cold, 7 lightning, 6 arcane (21 total damage).
Nodookubenki receives 15 healing from Nodookubenki's Judgement.
Nodookubenki's Judgement hits Vorylle the bone giant for 4 fire, 4 cold, 7 lightning, 6 arcane (21 total damage).
Nodookubenki receives 139 healing from Re-assemble.
Celia casts Invoke Darkness.
Celia hits Nodookubenki for 168 darkness damage.
Vorylle the bone giant's mind surges with critical power!
Vorylle the bone giant damages himself through Martyrdom!
Melee retaliation hits Vorylle the bone giant for 3 fire, 3 cold, 5 lightning, 4 arcane, 2 fire, 2 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 3 lightning, 3 arcane, 3 fire, 3 cold, 5 lightning, 4 arcane, 2 fire, 2 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 3 lightning, 3 arcane (87 total damage).
Nodookubenki hits Vorylle the bone giant for 4 fire, 4 cold, 7 lightning, 6 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (22 total damage).
Vorylle the bone giant hits Nodookubenki for 231 mind, 11 blight (242 total damage).
Nodookubenki the level 22 skeleton sun paladin was poxed to death by Vorylle the bone giant on level 2 of Last Hope Graveyard.



































































































